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Lock ’n Load Tactical World War II Era Rule Sequence Guide
RULE SEQUENCE GUIDE v4.1
World War II Era
1930 - 1959
Contents
Introduction ...............................................................................................................................3
Rule of Thumb ������������������������������������������������������������������������������������������������������������������������������������ 3
Unit Counter Readout 1�1�1 ��������������������������������������������������������������������������������������������������������������� 3
Stacking 1�3 ����������������������������������������������������������������������������������������������������������������������������������������� 3
Other Rules:.............................................................................................................................. 15
Morale Checks (MC) 1�5 ������������������������������������������������������������������������������������������������������������������ 15
Operations Complete Marker 4�1 ��������������������������������������������������������������������������������������������������� 16
Fortifications 21.0 ���������������������������������������������������������������������������������������������������������������������������� 16
Laying Smoke 7�0 ����������������������������������������������������������������������������������������������������������������������������� 17
Skills 12�0 ������������������������������������������������������������������������������������������������������������������������������������������ 17
Administration Phase 9�0���������������������������������������������������������������������������������������������������������������� 17
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Heroes 11.2
1� Can Assault Move with full FP�
2� Can Close Assault vehicles with full FP�
3� Shift Melee odds column 1 in their favor only when attacking�
4� Only 2 Heroes are allowed per nation�
5� Forfeit their inherent FP if use a SW�
Snipers 11.4
1� Can’t move�
2� To attack roll 2d6. Use DFT.
3� Randomly selects individual target if multiple units in the hex�
4� If attacked they get double hex’s TM�
5� If stacked with other units lose special TM modifier.
6� They fire separately and are NME.
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2� Can’t be wounded but can be shaken�
3� If forced to be removed from tank, remove from game�
4� Can only rally the tank they are in�
5� LM added to tank’s machine gun only�
6� LM subtracted from to-hit die rolls�
7� Can do both types of fire on same turn.
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3� Can’t Melee, use SW’s, or Close Assault vehicles� Can’t be captured�
4� WT’s defend only in melee with a 1 except machine gun (MG)� MG’s uses full
FP in defending�
5� Might have facing with red triangle in corner� Cost to change facing 1 MP per 2
hex sides�
• 1� Then use OFT table�
• 2. Can change facing and fire at cost. See OFT. Can also do this during OF.
6� Fires separately from other units in same hex�
Vehicles 15.0
1� Vehicles can start open (default setting) or buttoned�
2� Button vehicles can’t spot at all.
3� Can change open/buttoned status at beginning of their impulse turn�
4� 3 Vehicle movement types�
• Tracked (T)
• Off road (O)
• Road (R)
5� If a vehicle is Shaken it can’t fire, MF is 1/2, and can’t spot, must button up�
6� Can Self Rally. Tank Leader Moral and Modifier (TLM) are used.
• Subtract 2 if in positive terrain�
7� High Explosive (HE) Equivalent values used to attack non vehicles�
• An “N” preceding the “H” is how many times it can fire in an impulse turn.
» Has to fire at same hex or adjacent hexes.
8� Machine Gun (MG) values of 2 has range of 10, FP of 4 has range of 14, an
asterisk after the number can fire in 360 degree arch, but only when tank is
open�
9� MG and cannon can fire at same target hex.
10� Vehicles with multiple MG’s fire separately.
11� If MG is followed by an “R” means it has a rear machine gun�
12� If turret’s covered arc differs from vehicle’s arc, then the 2 MG’s FP is split in
half and fires at two separate targets in same hex.
13�Can’t move through and end movement in hex with another enemy vehicle�
14� Can move vehicle with infantry�
15�Can pivot in same hex� Cost is 1 MF per hex side�
16� Can move in reverse� Cost 2x’s MF and can only go 2 hexes total�
17� All vehicles can Assault Move (AM) �
• Use 1/2 of MF�
• Main gun fire add 2 to the to-hit roll, MG subtract 2 from FP.
• Can’t use AM to conduct overrun’s�
• Can load or unload passengers but then can’t move. Can still fire.
Passengers 16.0
1� Vehicles marked with a “P” can carry a 1/2 squad, 1 SW and 1 SMC inside
vehicle�
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2� Vehicles marked with a “PP” can carry a full squad, 2 SW’s and 2 SMC’s inside
vehicle�
3� Weapon Team (WT)’s greater than 20mm can’t be transported�
4� If vehicle is destroyed do a bailout check for each passenger�
• 1� Roll 1d6� Result is even, put in hex on shaken side, mark with a
move marker� Result is odd, eliminate the unit� Roll for SW - can also be
eliminated�
5� Vehicles marked with a “PO” can carry 1/2 squad, 1 SW and 1 SMC outside of
vehicle�
6� Vehicles marked with a “PPO” can carry 1 squad, 2 SW’s and 2 SMC’s outside
of vehicle�
• 1. If vehicle fires ordnance, units disembark and marked with a move
marker and must pass a MC�
• 2� Passengers are subject to (OF)�
7� Passengers are subject to small arms fire. If shaken have to disembark.
8� Passengers on top of vehicle (PO or PPO) can attack targets in separate or
same impulse with IFP but no SW’s�
• Subtract 1 from IFP if vehicle hasn’t moved or subtract 2 from IFP if
vehicle has moved�
9� Passengers of abandoned vehicles disembark and take a MC�
10� To mount vehicles use 1/2 MF for both vehicle and passengers�
11� Can unload anytime as long as vehicle still has 1/2 MF�
12� Assault move capable units can use AM to unload and fire.
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Movement
Movement 6.0
(After activated to move put the appropriate Move Marker on the units)
1� Move according to MF on unit counter paying attention to terrain allowances
in chart�
2� Always allowed to move 1 hex no matter what�
3� Can’t over stack when moving through hexes�
4� Must stop upon entering enemy hex and do “Melee”�
5� All activated units in the same hex can move but have to do it together on the
same impulse�
6� All activated units can move together including vehicles and can assault fire if
allowed�
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Fire (Combat)
Line of Sight and Spotting 10.0
(Use Ops Complete Markers and Spotting Markers)
1� Need LOS to be able to spot units�
2� Spotted Units are marked with a Spotted Marker� To spot a unit:
• Adjacent to the hex good order (GO) enemy unit�
• In LOS and marked with Move, AM, Fire, or Melee marker�
• In LOS and in open terrain�
• Unit is in degrading terrain roll 1d6 and spotted on result of 3 or less�
» Add 1 to die roll if LOS goes through degrading terrain�
» If LOS goes through 2 degrading terrain, unit is blocked and can’t be
spotted�
• Unit is in blocking terrain roll 1d6 and spotted on result of 2 or less�
• Can only attempt a spotting once per impulse and doesn’t count as an
activation�
• Shaken units and buttoned vehicles do not automatically spot adjacent
units�
3� Look at Terrain Chart for Blocking/Degrading type terrain.
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4� Blocking/degrading terrain in attacker’s or defender’s hex never blocks or
degrades�
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Nurses, and Shaken units cannot Melee (NME)�
9� WT’s can be individually targeted in Melee�
10� If Melee eligible units enter a hex with Non Melee units, Non Melee units
eliminated�
11� Units can reinforce if eligible�
12� Zero FP units attack and defend with 1FP�
• For each zero IFP MMC participating in attack, 1 is subtracted from the
1d6�
• For each zero IFP unit participating in defense, 1 is added to the attacker’s
1d6�
13�If units or circumstances allow Ambush, then triple FP for first round only and
first round is not simultaneous.
14� Superscript “M” units add 1 to FP�
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+ 1d6. This is called the modified armor value (MAV).
1� If the attacker’s to-hit die roll is greater than 2 and an even number,
shell hits the turret�
» If doesn’t have a turret it hits the hull�
2� If the attacker’s to-hit die roll is greater than 2 or an odd number it hit
the hull�
3� Use the Armor rating on the front of the vehicle for armor values�
» Top left number for armor is of hull at front�
» 2nd left number is for armor of hull at side�
» 3rd left number is for armor of hull at back�
» Second (right) numbers over are for the turret, same locations�
4� If the MPV is greater than the MAV, vehicle is destroyed� Place a wreck
marker on there which has a degrading effect in that hex�
5� If Attacker rolls a 1 and defender rolls a 6 the round is a dud�
6� If Attacker rolls a 6 and defender rolls a 1 = total loss�
7� If target is destroyed, roll 1d6� On a 1, place a GO Crew under the wreck
marker� Otherwise eliminate the crew�
8� If MPV equals MAV, vehicle takes a MC (2d6)�
» If MC fails, crew abandons vehicle and remove from game�
» Vehicle stays on board under Abandoned marker� Can’t be used by
anyone�
» If pass MC, vehicle is shaken�
9� If MPV is less than MAV, vehicle takes a MC (2d6)�
» Take difference between MPV and MAV and subtract it from the MC
die roll�
» If fails on this, Vehicle is Shaken�
» If pass, no effect�
» A die roll of 12 = Shaken vehicle�
» If shaken again, abandon vehicle�
2� If using SW ordnance and you fail to destroy vehicle, put a -1 target
acquisition on target and same acquiring marker on firing unit.
• If target doesn’t move and attacker fires again on next impulse, subtract
1 from the ordnance to-hit die roll�
• If fail again place a -2 target acquisition on target
» If doesn’t move subtract 2 from ordnance to-hit die roll�
3� If attacker becomes shaken remove the target acquisition markers
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2� Add the HE-equivalent MG FP and 2, roll 1d6, + AL modifier. Defender rolls
1d6 and compares to attacker’s results�
• If you are allowed to fire multiple times (N on counter next to HE) multiply
the HE-equivalent with the amount of additional fire allowed.
• If attacker’s total is more than defender’s die roll, each defending unit
takes a Damage Check (DM) by rolling 1d6 adding the difference between
attacker’s and defender’s initial totals and look on the Direct Fire Table
(DFT).
3� Any survivors can Close Assault the Overrun vehicle but first must pass a
Moral check (MC)�
4� If vehicle survives close assault, it can stay in hex or move on�
• If stays in hex any infantry units left in the hex except shaken WT, must
retreat�
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takes a Damage Check (DC).
• If vehicle is buttoned with only outside riding passengers do the DC.
» Roll 1d6 + difference between the two results and consult the DFT. If
Armor LM is present, use his morale not vehicles� Infantry Leader’s
LM of passengers used�
» Shaken passengers disembark�
9. Small Arms versus Un-Armored Vehicles (17.3) (with a * in place of
armor)
1� Same as Small Arms versus Armor Vehicles but don’t count the armor
value for defender�
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» FFE marked and adjacent hexes are now degrading for LOS�
4� Can’t call 2 Artillery fire missions together unless 2 different formations have
them�
5� GO Leaders can’t add LM to units in same impulse�
6� If Artillery mission is aborted, it can be attempted in another impulse�
Other Rules:
Morale Checks (MC) 1.5
1� Roll 2d6 - GO Leader Modifier (LM) -2 for positive Target Modifier (TM) (see
chart)�
2� Equal to or less you pass�
Fortifications 21.0
Bunkers 21.1
1� Bunkers are placed at setup or part of an event.
2� They modify the TM by +2 or +3 if inside the bunker�
3� Units can be in or on top of bunkers, like a building�
4� Costs 2 movement points (MP) to move between inside or outside�
5� If inside can only direct fire through bunkers front 3 hexes, use red arrow on
counter�
6� Units on top can’t Melee with units inside and vise versa
7� Units outside or on top of bunker can fire into bunker like an adjacent hex.
Same with units inside bunker can fire on units on top like adjacent hexes.
8� It is blocking terrain for spotting purposes but doesn’t block LOS and has to be
spotted separately from hex� If adjacent you spot the bunker�
9� Vehicles can’t enter or destroy a bunker�
10� Units using the DFT only fire from bunker front arc or if on top of bunker. OFT
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units can attack any direction�
11� Artillery and Mortars attack outside and inside bunkers� Adjust TM
accordingly�
Foxholes 21.2
1� Foxholes can be placed anywhere and add +1 to TM�
2� Vehicles and WT’s only gain this TM benefit if scenario sets them up there.
3� Units in foxholes get the +2 bonus for rallying in positive TM�
Mines 21.4
1� Mines attack with FP marked on marker� Can’t setup in buildings�
2� Up to 2 mine markers per hex and each attack separately�
3� To attack vehicles use Small Arms vs� Armor Vehicles�
• For example: Mines FP + 1d6 versus Vehicles lowest armor +1d6�
4� For unarmored vehicles use procedures of Small Arms versus Non Armor
Vehicles�
5� Friendly units don’t get attacked by their mines but must pay +1 MF to enter
mine hex�
Skills 12.0
1� Place all skill counters in opaque cup to draw from�
2� Place Skill marker under unit�
3� Put used skills back in cup�
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2� Flip smoke 1 to smoke 2�
3� Remove smoke 2�
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